I'm trying to understand what's wrong with the lights in my scene.
I've made some kind of sci-fi corridor, inspired by the interior of an aircraft cabin.
The main mesh is first mirrored and then replicated with an array (blend file attached).
I'm struggling to correctly light the scene, I would like all the light sources to come from emitter materials properly assigned to the mesh itself. The overall result is not how I'd expect it. I have lots of light sources, filmic enabled, but very poor detail with 512 or even 1024 samples. The bad result is even more evident if I throw in a character made with Manuel Bastioni Lab: I can barely see the skin, is very dark like there's not enough light, but at least to my eyes there's even too much light in the scene overall.
Then I noticed a strange behavior: the light on the floor near the bottom of the front wall (green box highlight). I really don't understand why the light is distributed in such a way in that portion. Moreover, hiding the wall doesn't change the result, and if I render the opposite side everything's ok.
Is there anything evidently wrong with how I'm distributing the lights? Or something's wrong with the mesh? The materials are those from Poliigon and worked pretty well in other cases.
By no means I'm aiming to photorealism: I'm just learning, trying to model and correctly distribute lights. Once I'm done, I'll try to export everything to UE4 and recreate the materials to achieve roughly the same outcome (I know UE4 isn't raytracing, but I'd like to use a few cycles rendering as "artwork references").